Download Blue Blazes / Blast Service Manual

Transcript
To Purchase This Item, Visit BMI Gaming | www.bmigaming.com | 1-800-746-2255 | + 1-561-391-7200
Operation Manual
94MAN-01-B
Copyright 2008 Patent Pending All Rights Reserved
To Purchase This Item, Visit BMI Gaming | www.bmigaming.com | 1-800-746-2255 | + 1-561-391-7200
Table of Contents
Game Play
3
Game Set-up
4
Payout
5
Programming
6-9
Error Codes /Default Settings
10
Electronic Components
10-13
Game Specifications
13
Parts
14
Revision History
15
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Game Play Blue Blast
The object of Blue Blast/Blue Blazes is to time the ball drop so the ball lands in the Jackpot position. Landing the ball in the jackpot position awards the player the jackpot value. When the
ball lands in any other position, the player is awarded the corresponding value indicated on
the wheel for that position.
LED Lighting
Blue Blast utilizes low voltage (12 v) LED lighting throughout
the game for general illumination and accents.
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Game Set-up
Blue Blast Marquee Assembly
1. Position base near power source (AC connection is located at the left rear)
2. Unscrew the Lower Marquee mounts on each side of the cabinet
3. With one person on each side slowly raise the marquee poles making sure to keep the
marquee level.
4. Insert the connector for the marquee thru the hole in the RIGHT side of the cabinet
5. Secure screws to attach the lower marquee mount to the cabinet in the UP position.
6. Open RIGHT ticket dispenser door and connect the marquee power connector.
7. Connect AC line cord to power source
8. Load tickets in ticket dispenser
Marquee in the Down Position
Marquee Support Poles
Move Mount to upper position and
insert connector into cabinet.
Lower Marquee Mount
Ticket Loading
Marquee Power Connector
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Payout
Blue Blast/Blue Blazes Payout and Adjustments
We recommend running the machine at the default factory settings as a starting point. The
cost per play should be two coins at about a quarter value per coin.
Run the game for two weeks to properly average a payout percentage before adjusting anything as the machine may show false payout spikes due to jackpot hot or dry runs over short
periods.
To increase the payout, increase the ‘Jackpot Increment’ setting described in the
‘Programming’ section.
To decrease the payout, decrease the ‘Jackpot Increment’ setting described in the
‘Programming’ section.
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Programming
Wheel Position
Wheel position in Blue Blast is determined by an optical sensor that communicates with the CPU board. The CPU receives a HOME signal from an
optical sensor located behind the wheel. There is a pin inserted into the
wheel and when the pin passes thru the optical sensor it blocks the beam
and the sensor sends a signal to the CPU telling it that it has detected the
HOME pin. This HOME signal lets the CPU know the exact position of the
wheel.
Stepper Controller Board (SCB)
Ball Receiver Opto
Wheel Motor
A stepper controller board (SCB) controls a stepper motor that rotates the
wheel. The wheel rotation is broken up into many “steps” and the CPU
counts these “steps.” Because the CPU knows where the HOME position is
and it’s counting every “step” it knows exactly where the wheel is at any
time.
Scoring – Ball Sensor
There is an optical transmitter located on the left side of each wheel that
transmits a beam thru the holes in the wheel and a receiver behind the
wheel that detects the beam. When a ball falls into a slot it blocks the
optical beam and the position of that slot is communicated to the CPU.
Since we know the position of the wheel at all times, we can identify each
hole and know what value to award the player.
Ball Transmitter Opto
Home Position Opto
Ball Optical Sensor Observation Point
You may verify the operation of the Ball Transmitter and Receiver
optos from the rear of the cabinet. There are two observation
points; one on the left and one on the right (see pictures below).
Under normal operation you should see a FLASHING LED as the
beam is broken. If the LED is off or always on there is a problem with
one of the optos, a voltage or wiring problem to the optos.
Rear Cabinet View
Flashing Receiver Opto
Flashing Receiver Opto
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Programming
NOTE: Reference to “GAME 1” refers to Blue Blazes, on the left,
and “GAME 2” refers to Blue Blast, on the right. Not applicable to single player Blue Blazes or Blue Blast.
1. Entering Programming Mode
To enter program mode, press and hold the right button located on the
Power Distribution Board. After two seconds, “TOTALS” will appear
on the LCD Display. At this time, release the button. “GAME 1
COINS IN” with the number of coins received will be displayed. The
game is now in Program Mode.
Power Distribution Board
BUTTON 2
BUTTON 1
PLEASE NOTE that from this point forward, the left (Button 1) and
right (Button 2) buttons on the Power Distribution Board are the buttons used. Each programming option is displayed on the LCD Display
(located in the lower cabinet at the rear of the cashbox enclosure), with
the functions shown for Buttons 1 and 2.
2. COINS IN
The total coins received through the coin mechanisms are displayed for
each game. The total will rollover to zero when it reaches
1,000,000,000. Depressing button 2 after COINS IN for both games
will display “GAME 1 TICKETS OUT”.
3. TICKETS OUT
The total tickets dispensed are displayed. The total will rollover to zero
when it reaches 1,000,000,000. Depressing button 2 will display
“CLEAR G1 TICKETS OWED?”, and/or “CLEAR G2 TICKETS
OWED?” or "ENTER PROGRAMMING MODE?".
4. “CLEAR TICKETS OWED?”
This option is displayed only if there are tickets that are owed that
have not been dispensed, and will show the number of tickets. Depressing Button 1 will clear these tickets from the system, and
“TICKETS CLEARED” will be displayed. This option will be shown for
each game separately. Depressing Button 2 will display “ENTER PROGRAM MODE?”
5. “ENTER PROGRAM MODE?”
Depressing Button 1 at this time will enter the area of Program Mode
where parameters may be changed. Depressing Button 2 will return
the game to Run Mode.
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Programming
6. “ENTER PASSCODE?”
To be able to change programming parameters or reset the counters, a 4-digit passcode must be entered.
The default passcode is 0000. To enter the passcode, Depress BUTTON 1 to change the digit from 0 to 9,
then press BUTTON 2 to move to the next digit. After all digits have been entered correctly, depressing
BUTTON 2 will Display the first programming option, “CHANGE PASSCODE?”.
7. “CHANGE PASSCODE?”
Depressing BUTTON 1 will allow for changing the passcode. Depressing BUTTON 2 will move to “DISPLAY
CONTRAST”.
IMPORTANT!!! ONCE THE PASSCODE IS CHANGED, THE DEFAULT OF 0000 WILL NO LONGER WORK! BE
SURE TO SAVE THE PASSCODE IN A SAFE PLACE!
Entering the new passcode is accomplished in the same way that entering the passcode is done, as explained in (6.).
8. DISPLAY CONTRAST
This option sets the contrast for the LCD Display. Depress and hold Button 1 until the desired contrast is
reached, then release Button 1. Depressing Button 2 will move to the next option, “PLAY MODE VOLUME”.
9. PLAY MODE VOLUME
This option sets the speaker volume during game play. When this option is entered, the game’s background music will play continuously. Depressing Button 1 will increase/decrease the volume. As long as
Button 1 is depressed, the volume will increase until the maximum is reached, then decrease until the
volume is off. Depress and hold Button 1 until the desired volume is reached. Releasing Button 1 at any
time and then depressing it again will change the direction of the volume adjustment. Depressing Button
2 will display the next option, “ATTRACTION MODE VOLUME”.
10. ATTRACTION MODE VOLUME
This option sets the speaker volume during Attraction Mode. When this option is entered, the game’s
background music will play continuously. Depressing Button 1 will increase/decrease the volume. As long
as Button 1 is depressed, the volume will increase until the maximum is reached, then decrease until the
volume is off. Depress and hold Button 1 until the desired volume is reached. Releasing Button 1 at any
time and then depressing it again will change the direction of the volume adjustment. Depressing Button
2 will display the next option, “JACKPOT MODE VOLUME”.
11. JACKPOT MODE VOLUME
This option sets the speaker volume during a Jackpot Event. When this option is entered, the game’s
background music will play continuously. Depressing Button 1 will increase/decrease the volume. As long
as Button 1 is depressed, the volume will increase until the maximum is reached, then decrease until the
volume is off. Depress and hold Button 1 until the desired volume is reached. Releasing Button 1 at any
time and then depressing it again will change the direction of the volume adjustment. Depressing Button
2 will display the next option, “ATTRACTION FREQUENCY”.
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Programming
12. ATTRACTION FREQUENCY
This option sets the frequency at which the attraction mode occurs. The settings are from OFF to every 30
minutes. Depressing Button 1 will change the settings in 1-minute increments from OFF to 30 minutes,
then back to OFF. Depressing Button 2 displays the next option, “GAME 1 COINS/CREDIT”.
13. COINS PER CREDIT
This option sets the number of coins required for a credit for each game. The settings are from 1 to 8
coins per credit. Depressing Button 1 will change the setting from 1 to 8, then back to 1. Depressing
Button 2 displays the next option, “JACKPOT INCREMENT”
14. JACKPOT INCREMENT
Every time a credit is logged onto the game, the jackpot value is incremented by this amount. The setting
is from 1 to 20 in increments of 1. Depressing Button 1 will change this setting from 1 to 20, and then revert back to 1. There is a separate increment setting for each game. After both games have been set, Depressing Button 2 will display the next option, “MERCY TICKET”.
15. MERCY TICKET
This option sets the Mercy Ticket Option to Off, 1, 2, or 3 tickets. If a play does not
result in a payout, then this setting determines the default payout. Depressing button
1 will change the setting. Depressing Button 2 displays the next option, "WHEEL
SPEED"
16. WHEEL SPEED
This option changes the speed of the wheels. Depressing button 1 will change the setting from 1(slowest)
to 5(fastest). Depressing Button 2 displays the next option, "DISPLAY TICKETS OWED".
17. DISPLAY TICKETS OWED
If this option is turned on, tickets that are won are displayed and counted down on the
Jackpot Display. If there are no tickets to be paid out, then the Jackpot Value is
displayed. If this option is turned off, then only the Jackpot Value is displayed. Depressing Button 1 will
change this option. Depressing Button 2 will enter the Resetting Totals Section.
18. RESETTING TOTALS
The totals displayed at the beginning of Program Mode (COINS IN, TICKETS OUT) may be reset to zero
here. The total number for each will be displayed. Depressing Button 1 will clear the total, and zero will
be displayed, confirming that the count has been cleared. Depressing Button 2 will display the next total.
Depressing Button 2 after all of the totals have been displayed will display the next option, “ENTER PROGRAM MODE?”
19. “ENTER PROGRAM MODE?”
This option gives the opportunity to re-enter program mode if it is necessary to change any options again.
Depressing Button 2 leaves Program Mode and the game returns to normal, Run Mode.
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Programming-Electronic Components
E-1
E-2
E-3
ERROR CODES
BALL SENSOR ERROR
HOME SENSOR ERROR
TICKET ERROR
DEFAULT SETTINGS
PASSCODE
PLAY MODE VOLUME
ATTRACTION MODE VOLUME
JACKPOT MODE VOLUME
ATTRACTION FREQUENCY
COINS/CREDIT
(BOTH GAMES)
JACKPOT INCREMENT (BOTH GAMES)
MERCY TICKET
WHEEL SPEED
DISPLAY TICKETS OWED
0000
21
42
MAX
5 Minutes
2
4
0FF
1
ON
Electronic Components
Electronics Assembly
Audio Board
High Current Driver
Stepper Controller
Relay
CPU Board
Power Distribution Board
Power Supply
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Electronic Components
CPU
J4
485 Serial Connector
J3
J2
JI
CPU LED Chart
CPU LED Flashes = OK
5 V LED ON = 5v
24V LED ON = 24v
Power Distribution Board LED Indicators
LEDs should be ON when
game is powered up. They
identify which voltages are
present.
LEDs should normally be
OFF. If ON they indicate an
overload on the indicated
voltage.
J1 Power IN
J2 Power OUT
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Electronic Components
High Current Driver PCB
J2 Inputs
J1 Outputs
Power LED
LEDs turn ON only when
the output is active.
Switch Settings
All Switches OFF
Stepper Controller Board
Stepper LED Chart
CPU LED
Flashes = OK
5 V LED
ON = 5v
HOME
ON but dim
JI
RS 485 Termination
Jumper
No Jumper Required
J2
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Electronic Components & Game Specs
Power Supply
Game On / Off Switch
AC Power Connector
Main Power Supply Fuse Location
Pull fuse holder out to access fuses. There are two fuses used. Fuse
type F5L 250 v, Fast Blow.
Game Specifications
Key Numbers
Weight (Set up)
Dimensions (Set up)
Power Consumption
Fuses
Ticket Dispenser
Balls-Number/Size
Blue Blast/Blazes 2 Player
Blue Blast/Blazes 1 Player
Notes
Key #322
Key #322
All Doors
360 lbs (164 Kg) crated
218 lbs. (99Kg) crated
W=56.5" (1435mm) x D=24" (610 mm) 31.6"W (803mm) x 24"D (610mm)
x H=92.5" (2350 mm)
x 92.5"H (2350mm)
220 Watts max.
110 Watts max.
2-5 Amp line fuses at power input
2-5 Amp line fuses at power input F5L 250V FB
2-Benchmark Intellitriple
1-Benchmark Intellitriple
6/1 inch each side
6/1 inch
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Parts
Wheel Assembly Blue
Wheel Assembly Blue
Blazes
Blast
Ball Opto Transmitter
Control Panel
Credit Display
Wheel Motor Assy
Stepper Controller
CPU
Power Distribution PCB
Power Supply
Opto Trans & Solenoid
High Current PCB
Coin Chute & Mechs
Jackpot Display Cover
Control Panel
Jackpot 5 Digit Display
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Revision History
A-12/07/2010
B-03/02/2011
Release
Fix grammatical errors, add revision history page
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